Place down a blue marker somewhere on the ring that circles around the room
Place a red X just behind the blue marker, about 20yd
The tanks should grab the boss and kite the boss around the room, starting on blue
I will need to mark one of the Collapsing Flames with a skull marker to indicate the kill target
We want to return to approximately where we were
From the center of the room, pick the left-most target that doesn't have a shield
π Overview
AKA "Eggnog"
This is a repeating two phase encounter; we alternate between phase 1 and phase 2 on a timer
This is a mostly single-target fight with some AoE burst
In phase 1 we'll be grouping up and walking around the room with the boss
In phase 2 we ignore the boss and get encircled by adds and we need to kill one to open up a gap
Lust at the start
(We might need to lust at the end on Heroic, because his roar is ramping damage?)
π‘ Tanks
Bring the boss to the blue marker and walk him around the room along the ring
The raid will be behind the boss dropping pools, so just stay ahead of us
Your tank mechanic is a stacking DoT: Burning Wound; switch when you feel it hurts
The boss occasionally cleaves and I think he targets the raid; so if you see the boss face away you haven't done anything wrong
There will be imp adds fixating on the raid; you can ignore those; if you're not tanking you can help damage
In phase two ignore the boss; you can mostly chill, just help the raid
π€Ί Raid
Group up behind the boss
If you get an orange circle around you, you're about to drop a pool
Walk backwards and drop your pool behind the raid, starting on the red X marker
Try to cluster the pools closely without hurting each other
Dropping pools also spawn imps that fixate randomly; just burn them down quickly
Use snares and stuns
For phase two, we're going to be surrounded by adds
The adds slowly march towards the center of the room
Burn down the one with the skull marker to create a gap
The boss puts big spikes under people
They hurt when spawned; dodge them
These explode when the boss casts Incinerating Roar; dodge red swirlies
β Healers
Zib go first for big heal; use it on Roar; I'll go second
Nattz big heal for phase 2
π Summary
Group up behind the boss
Drop pools behind the raid
AoE the adds
Then in phase 2 we get surrounded by adds; kill one to create a gap
π Heroic
Nothing
The Primal Council
β Preparation
Mark a ranged with blue marker (or any)
They aren't the ranged stack as such, but ranged should generally try to be close to them
π Overview
This is a single-phase AoE fight
We will be taking on all four bosses at the same time and they need to all die at the same time
Lust at the start
π‘ Tanks
Pick up all four bosses
Two of them are melee and two of them are casters; the casters are probably difficult to move
Your tank mechanics come from the melee bosses Firepath and Opalfang
Firepath cleaves, so face her away and don't both of you get hit by it
Opalfang applies a physical damage taken debuff
You'll need to swap these two bosses
For positioning, we're going to be littering the floor with pools and pillars
Avoid the center and take us around the room as needed
However, try to be not too far from the pools of fire and the pillars; the raid needs them close
Help interrupt the caster bosses Icewrath and Stormlash
Can you watch the health of the bosses and tell the raid to DPS if one is falling behind
π€Ί Raid
For positioning, generally try to be towards the edge rather than the center of the room
Melee prioritise Icewrath or Stormlash; AoE all of them of course, but target either Icewrath or Stormlash and keep the interrupts going
Ranged prioritise the other two; Firepath or Opalfang; AoE as well but for any single target, go with Firepath or Opalfang
Also try to throw out interrupts on the casters Icewrath and Stormlash
Also ranged try to be fairly close together; this fight will generally encourage us to spread out so it's not a fight where we're stacking up, but also don't be too far away
And ranged, try to not be in the middle of the room
Big red swirly will go out on two people, it is split damage and it drops a pool, so place your pools not in the middle of the room and everyone else help soak them
A side note for the big red swirly is that I think it destroys pillars
We want some pillars to remain standing but if there are too many in our way, we can clear them
A blue circle around you is a lightning debuff; it hurts
It's also contagious; so if you walk near anyone else, they will catch it too and that's bad; so avoid transmitting the debuff to others
Stay clear of people with the blue circle
You can cleanse yourself of this blue circle lightning debuff by touching a pillar; the pillars show up during the fight (they are spiky rocks sticking out of the ground)
πΆββοΈ Everyone
One more thing to talk about is Blizzard
When this goes off, you'll gain stacks of a slowing debuff, at 10 stacks you'll get frozen in ice and we have to break you out to save you
Therefore, to avoid this, everyone needs to cleanse themselves by stepping into a pool of fire
So when I call Blizzard, step briefly into a pool of fire
For each person that steps into the pool, it shrinks; so just be aware that you might have to switch to another pool one dries up on you
β Healers
Let's try CDs on the big red swirly soak
Zib first, then Nattz
π Summary
Melee prioritise Icewrath and Stormlash and ranged prioritise Firepath and Opalfang
Big red swirlies means drop pools somewhere good and help soak them because split damage
Blue circle means spread out and avoid others, and cleanse yourself by going to a pillar
Blizzard means touch a pool of fire
π Heroic
Conductive Mark from Stormlash lasts 20 sec, up from 10
The pillars created by Opalfang now pulse AoE damage
We'll probably want to remove some of these using the Meteor Axe mechanic, but maybe not all of them? We need some to remove Conductive Mark
The axes from Firepath debuff you, increasing damage taken from axes
I don't think this changes much, because the ability only comes along every ~22 seconds
I think this is just to punish anyone that wanted to soak both
Dathea, Ascended
β Preparation
π Overview
This is Dathea Stormlash who we just defeated in the council fight
We are now above the room of the first boss if you look over the edge
Note the three platforms around the room
This fight is single-phase and mostly single target
In this fight we're going to be taking on the boss on this main platform while dodging swirlies and cyclones and then occasionally jumping up to one of the platforms to deal with an add
This fight involves a lot of knockbacks and being knocked into other people or mechanics is what will get you
Lust at the start
πΆββοΈ Everyone
The boss will do a suck; it will suck us all towards her; just run away and use speed boosts
There are going to be small tornadoes wandering around slowly on the platform
They are pretty easy to avoid, but the boss will occasionally cast Crosswinds, which will fling the tornadoes across the room in a random direction
Each tornado will indicate its direction with a blue arrow on the ground, and a blue swirly further away on the ground indicates its destination
So therefore, for Crosswinds, have a look at the tornadoes in the room and don't be in their path
The boss is going to summon two adds
One add will be on this platform, and the other add will be on one of the three platforms: blue, yellow or green
When the add dies, it explodes, knocking everyone a huge distance
Therefore we need to place the add near the upper platform and use its death to propel us over
Then kill the add up there, which will knock us back
π‘ Tanks
Tank the boss in the centre of the room
Your tank mechanic hits hard and is a knockback and a damage taken debuff
One of you will need to be on add duty when they spawn
The adds spawning is probably a good time to taunt swap
When they spawn, one of you grab the one that's on this platform and take it to the correct coloured marker; call out which marker
You need to position yourself so that the knockback sends you up to the next platform and tank that add
That add will also explode, so position yourself to come back
π€Ί Raid
Ranged spread out around the boss
The same lightning debuff mechanic exists from the previous fight
So if you get a blue circle, stay away from others or you'll infect them
When the add spawns, you need to position yourself so that the knockback sends you over to the next platform
Do not attempt to come up to the platform if you have the blue circle debuff
If you have the blue circle debuff, you can remain on this platform
β Healers
We'll need healers on both platforms and I want each of us to have a turn going up
Zib goes up first, unless you have blue circle
Nattz goes up second, unless you have blue circle
Let's try healer CDs on Cyclone which is the boss' suck ability
π Summary
Dodge the tornadoes when they dash across the platform
Position yourself to be knocked on to a platform and then be knocked back down
Blue circle means avoid others and stay on this platform
π Heroic
One of the big adds is now on one of the platforms; need to jump to it
Conductive Mark lasts 15 sec, up from 10
A bunch of smaller adds also spawn on the upper platform
They need to be interrupted and AoE'd down
Try interrupts and stuns?
When adds spawn, it leaves behind a thunderstorm which hurts if you stand under it
Either get adds out of it, or it's a job for ranged only?
Sennarth, the Cold Breath
β Preparation
Place a yellow marker slightly on the right for ranged and healers to start
π Overview
This is a two-phase encounter with a boss and constant adds
The way this encounter goes is that the boss fights from where she is and we make our way up the stairs taking on adds along the way
At the top she'll go into phase 2 where she jumps down on to the platform with us and it's a race to the end as a soft enrage approaches
Lust in phase 2
πΆββοΈ Everyone
Throughout the fight there are ice patches on the ground
The ice patches cause you to slide around, making it easy to fall off the ledge or run into bad things
Her signature ability is either a pull or a push mechanic that risks launching you off the ledge
In order to combat the push, the pull and the sliding, there is also going to be spider web on the ground
The spider webs are a snare
Generally you want to avoid spider webs, as 10 stacks of it is bad, however getting one stack of it helps with sliding and prevents the push or pull sending you over the edge
Therefore, step into some web when the big pull or big push is coming
π‘ Tanks
Your tank mechanic from the boss is a damage taken debuff, so you'll need to swap
You need to pick up the big spider add
It does a cone AoE so face it away
Tank the big spider near the melee but behind their walking path
What I mean is that the big spider also drops ice and we want to avoid ice where the melee are about to walk
There are going to be lots of small spiders
Try to tank them if you can
If you spot anyone stunned in webbing, take the small spiders to them
The spiders explode on death which cleanses the webbing
π€Ί Raid
Melee, the boss' hitbox is pretty big, try to find the limit and stand back from the ledge
If you get targeted with a blue circle, you are about to explode so don't be near others
If you're dropping web, try to drop it in front of the melee at the ledge
The boss is going to pull you in like deathgrip
Run back towards the other ledge and step in web to help stay alive
There are going to be lots of small spiders constantly
DoT them and AoE them, although they aren't really your priority
Do note that when the small spiders die, they explode, which hurts and also dispels the web debuff on you and the web on the ground
This means that if the boss is about to pull us in, and you stand on some spider web to snare yourself, you might think you're safe and then a small spider explodes on you and dispels you, and you get gripped off the ledge
It also means that if you have stacks of web that you don't want, because of the snare, you can cleanse yourself by standing near a small spider and killing it
If you are targeted for Enveloping Webs, you're going to start dropping pools of spider webs
Try to drop spider webs in front of the melee near their ledge
β Healers
Let's try CDs for her signature ability which is the push/pull; they're called Gossamer Burst and Repelling Burst
Zib first, then Nattz
π Summary
Ice is slippery
Stepping into spider webs a little bit can help with slipping and the pull and the push
Small spiders explode
Blue circle around you means spread out
Drop web in front of the melee near their ledge
Phase 2
In phase 2, we're going to fight the boss on the platform at the top of the stairs
We can't go back down stairs, and the whole platform is slippery
Her signature ability is now a push, not a pull
You need to position yourself so you don't get knocked off a ledge, and remember that standing in web will save you
Your biggest enemy in phase 2 is slippery ice and knockbacks
We still have the blue circle debuff to deal with, but now it also leaves behind a blue bomb
If you run into a blue bomb, it hurts and it's a knockback, so you'll get thrown off the ledge
To deal with this, I need ranged to get to the back of the platform once we're at the top for phase 2
The web debuff continues but it's changed up a little
Now, when it ends, it's a knockback, so if you get the Suffocating Webs debuff, get into a good spot for a knockback so you don't fall down
And you also get a massive snare
You need to be cleansed of this snare, so go to an exploding spider; just stand next to a small spider and kill it
π Phase 2 Summary
Get to the back of the platform; that's our starting location
Blue circle means spread and drop bombs
The web debuff is a knockback and you need to be cleansed
Her signature is a knockback
π Heroic
Getting wrapped up in webbing now stuns for 30sec, rather than just reducing movement speed
This includes in phase 2, where people get hit with Suffocating Webs
We need to break people out of the stun
Terros
π Overview
This is a single-target fight in which Terros sits in the center and all of his abilities are about earth and rock
This is a DPS race in which the boss will occasionally eliminate one quater of the room
So we have to kill him before we run out of floorspace
Lust at the start
π‘ Tanks
Your tank mechanic is Concussive Slam
It shoots out in a straight line; you'll see a telegraph for it
It'll hurt and it'll debuff you; probably swap on each one
Your objective is to aim this ability at the spikes that will be behind you; the spikes sticking out of the ground
The spikes are placed by the raid and they hurt us all and it's up to you to bowl them over with the boss' own ability
Other than that, help soak the big yellow swirlies
π€Ί Raid
For positioning we'll have a ranged group (~25yd) and a melee group
If you get targeted for a big yellow swirly, it is a split damage so stack up and don't run away unless you can immune it; call out if you are
We should get two of these soaks at a time; we want one in ranged and one in melee; don't overlap them
If you get a yellow arrow above you, you're about to drop a spike, so drop them in a line behind the big yellow swirly
At full energy the boss will cast his signature ability which will destroy one quarter of the room, so run to the left; clockwise
β Healers
Let's rotate our CDs on Concussive Slam which is when the tanks are destroying rocks, because it hurts and leaves a DoT
Zib
Nattz
Locust
π Summary
Two groups, melee in the front and ranged a bit behind
Big yellow swirly means soak; on on ranged, one on melee
Arrow on your head means form a line behind yellow swirly and drop spike
Run left when boss casts massive ability
π Heroic
The rubble that falls from ceiling (yellow swirlies) now leaves behind pools
It makes positioning harder and more important
Kurog Grimtotem
β Preparation
On Normal, there is no penalty for switching altars; but we should probably pretend there is so that we practice for Heroic
Place a coloured marker at each section
We will probably go flame -> frost -> storm -> earth
This seems to be the order of most difficult to least difficult
We have buffs and mana early on, so do the hardest stuff first
π Overview
Have a look around the room and notice that it is divided up into four sections
Each section has an altar that represents an element of either flame, frost, earth or storm
This is a mostly single target fight with occasional cleave and it has three phases
Phases one and two repeat a couple of times and phase three is a burn phase
In phase one we take on the boss and deal with abilities that match the altar that we are at
In phase two the boss retreats and we deal with two minibosses
Once we kill the two minibosses the fight returns to phase one and we repeat
Lust at the start
(This will get us through harder phase sooner)
(The fight is now time based, not HP based, so it makes sense to lust early)
πΆββοΈ Everyone
Let's go over how this fight works
We need to take the boss to one of the altars
While the boss is at an altar, he gains abilities that match that element: so at the flame alter he'll gain a bunch of fire abilities
We will visit all four altars but we can choose the order that we do them in
One of the things he does at each altar is AoE on the raid every few seconds
The damage ramps up and so that will pressure us to change altars
After a certain amount of time, the boss will become immune and go to the center of the room for phase two
Two minibosses will spawn
There are four possible minibosses: flame, frost, earth and storm, same as the alters, and we will fight two of them at a time
Here's what this all looks like (everyone follow me)
We start at the flame alter and we fight the boss
Once the boss' energy bar gets to 50%, his flame AoE will be ramped up and hurting a ton, so we move to the frost altar
Now we deal with his frost abilities and frost AoE
Once the boss gets to 100 energy, we enter phase two
Becuase we went flame alter and frost alter first, we will get the flame miniboss and the frost miniboss
We kill those two, then the boss rejoins the fight for phase one again
This time we start on the storm altar
When the boss gets to 50% energy, we move to the earth altar
Then the boss gets to full energy again and he retreats and we take on the storm miniboss and earth miniboss
We kill those two minibosses and we enter phase three where the boss has access to all abilities and slams us with AoE
π‘ Tanks
The boss cannot be in the middle of the room or it wipes us
Generally place the boss on the marker and always face the boss away from the raid
Your tank mechanic from the boss hits hard and is a knockback and a stacking bleed so maybe be against a wall
Your job is to watch the boss' energy bar; when it reaches half way, it's time to go to the next altar; call it out and move us
The first is flame then frost, and in the next phase one start with storm and end with earth
Other than that, there will be some small adds at the earth altar that you need to tank
Be aware that they stack up a physical damage taken debuff, so watch out for overlap of that plus the boss debuff
For the minibosses there's not much, just pick one each and the only tank mechanic is that the earth miniboss gains a damage buff every hit
It's not a debuff on you but a buff on it and it clears when you taunt swap
π€Ί Raid
Flame altar
Two groups, melee stack and ranged stack
Ranged start on the left near the wall about 25yd behind melee
Big orange circle underneath means a pool will spawn underneath you and detonate, we all move to the right together to move out of it
Searing Carnage is a debuff on a few people, you'll be dropping small orange swirlies every couple of seconds which detonate
When you get this, just stutter-step to the right, and everyone else dodge
Frost altar
Ranged stack and melee stack again
There is a soak mechanic; we'll get two of them at a time
Just don't overlap them: one in melee, one in ranged
Earth altar
There will be a series of brown circles that slowly ripple out from the boss
Imagine a big circle on the ground around the boss, and then imagine that circle expanding outwards; that's what it'll be like
The strategy for this is run away for the first circle, then run in to the boss after it expands outwards
Other than that, dodge big swirlies and kill adds
Storm altar
Has a soak mechanic, one person per soak
There is a "run away if you've got the blue circle" mechanic
The minibosses are not that difficult, so we'll just wing it
The only thing I will mention is that the frost miniboss has a mechanic where you need to run to it
β Healers
We'll generally want healer CDs towards the end of an altar
Zib go first, whenever you feel you need it, then Nattz
π Heroic
Changing alters deals big damage, and a damage taken debuff, discouraging frequent swapping of altars
Each alter gains a new threat
Fire: A bunch of red swirlies in lines to dodge
Frost: A bunch of frost missiles shoot out from the boss; getting hit hurts a ton and stuns
Earth: Puts a healing absorb on a few people
Lightning: Puts a debuff on about 3 people
You become a Tesla coil
You pulse lightning to the closest person, putting a 30% damage taken debuff on them, stacking
Therefore, the strategy should be that people who get this move around to zap people but not for too many hits
If it hits 8 times total, maybe try to hit 2 or so people, so that each get 4 debuffs
If you stand near one person for too long, the stacks will grow on them and you'll zap them to death
The split damage at the Forst altar applies a debuff
At two stacks, you get frozen; this is clearly to discourage stacking both of them on the raid
We already separate them: one for melee and one for ranged
Adds now spawn from the fire miniboss
Interrupts (and stuns?)
Broodkeeper Diurna
β Preparation
The three markers on either side of the room are spawn locations for adds
Assign a team as the egg team
About one third of the raid DPS (3 - 6?)
One healer per ~5 DPS
The DPS should be solid at single-target and should spec for it
Egg team means your priority is to stay on the boss and be near the boss
Every 30 seconds, the boss will empower two eggs; you'll see a little timer above them
The timer expiring is bad
When this timer comes up, she'll also plant her Greatstaff into the ground
If you stand near the Greatstaff, you get an extra action button
When you press this extra ability, a laser beam from the Greatstaff will chase you
Take the beam over an egg to cripple it
A small whelpling add will come out of it, just kill it
π Overview
This is a two-phase add management fight; lots of adds; lots of AoE
In phase one we're going to spend a lot of the time split up into groups
We're going to walk the boss around the room and break her eggs while she continuously spawns packs of adds
Once all of the eggs are down, we enter phase two which is a single-target DPS race to the end
Let's try lusting at the start
(We might need to save lust for the double Frost Proto-Dragons)
πΆββοΈ Everyone
Notice the stacks of Broodkeeper's Bond on the boss
It means that we can't kill the boss until all of the eggs are down; and that's what phase one is
We have a team called the egg team that will take care of that
Their job is to stay on the boss and break eggs
Everyone else needs to focus on adds; you can hit the boss if there is nothing else to do, but your priotity is the waves of adds
π‘ Tanks
Have a look at the boss and notice that two eggs glow near her
Every thirty seconds, the boss is going to cast Rapid Incubation on the nearest two eggs
What that means is that after 15 seconds, the eggs will hatch, which is not ideal; we get a big add
The egg team is responsible for breaking those eggs, but it is up to you to position her well
So plonk her between two eggs that you want to destroy
Your job is to walk around the room and use your egg team to destroy eggs
I've seen groups start on skull; the exact route you take is up to you, but one possibility is to follow the trail on the ground to guide you
At the same time, waves of adds are going to spawn around the room; one of you will need to pick up the adds
Keep in mind that the boss has a tank mechanic that applies a DoT and Mortal Strike; healing debuff
Not only that, but you need to keep the add waves and the boss separate; we're talking 50 yards
Adds that are close to the boss gain buffs
For the add waves
I think they come in pairs; so we'll get one group of adds and then like 10 seconds later we'll get another one spawn
For the Earthreaver adds, which are the yellow/orange add, I think you face them away?
I believe that the first round of adds will be blue and green markers
Then after that, purple and orange
(Unless this has changed from beta)
In summary: one of you on the boss, one of you gathering the add waves, you'll need to swap when it's painful, and position the boss near eggs so that the egg team can do their job
π€Ί Raid
If you're not in the egg team then your priority is adds; expect to be running around a lot following the tanks
This fight encourages you to spread out often but don't overdo it; remember 30yd range for your resident dragon healer
Try to be close without stacking
In terms of mechanics, this fight is pretty straightforward; there are no splits or soaks or stacks; it's all just dodge
The boss will be putting orange swirlies on us; that means spread out
For the adds interrupts are important; in particular on the Mage and Stormbringer
If you see something to interrupt, interrupt it
The Flamebender adds are going to send out fire orbs in the room
The orbs don't move but they rotate and hose out fire, so avoid and dodge these
In phase 2 there are no adds and it's a burn phase
The boss will cast Frozen Shroud which is an AoE frost nova
When she does this you will be stuck in place by ice but you can attack your own ice to break free and also break out other people; so help others
I'm not sure if AoE works on the ice, so you'll have to test it
β Healers
The things that hurt the most are her Greatstaff ability, when eggs are being destroyed, and a frost AoE ability from one of the adds
The ability is called Chilling Tantrum from the Juvenile Frost Proto-Dragon
So Greatstaff and Tantrum = healing CDs
π Summary
Phase 1
We're breaking eggs and killing adds
Orange swirlies mean dodge and fire orbs mean avoid
Phase 2 is a burn phase
When you get frozen in ice, break yourself out and help others
π Heroic
Rapid Incubation now takes 15 seconds to hatch a dragon, instead of instantly
Also, there are now two charges of the extra action button
Breaking an egg with the beam now causes the boss to AoE the raid
This effect stacks, discouraging multiple eggs from breaking at once
Two eggs might be fine, but more than that sounds lethal
Diurna's Wildfire also makes players explode in their 4yd radius
No major changes? Just more important that people spread out
Earthreaver adds and Frost Proto-Dragon adds now have tank mechanics that might require a swap
Flamebender adds do an AoE; it hurts people but then heals back 200% of the damage done?
Is there an expected change in strategy here? Should we deliberately be in range to be hit by this?
Stormbringer adds have an ability that hits hard, stuns and buffs them; this must be interrupted
Raszageth the Storm-Eater
β Preparation
Split the raid into two groups: odds (blue team) and evens (red team)
Markers on the central platform: blue and red to indicate jump positions to get the the frost and fire platform
Yellow, orange and purple markers to indicate drop positions of static fields
Green marker for the raid stack position
Have the raid go to their blue/red marker and tell them which tank they have
The red and blue markers will not be there for the fight
Now move the red and blue markers to the final platform
π Overview
First of all I encourage everyone to talent into some instant CC
If you can talent into an interrupt; grab it, including healers
If you can't get an interrupt, a stun or a purge is also good; mass dispel is good
Also Ring of Peace from Monks, knockbacks and pushes are also good
This fight is a typical final boss fight of three phases and two intermissions
It is mostly single-target with infrequent burst AoE
In phase one we're on the central platform fighting Raszageth and trying not to get pushed off the ledge
Then there's the first intermission where we split up into two groups and fight adds on different platforms
We return to the central platform for phase two where we deal with the boss again
This is a long fight, so lust at the start and at the end
Phase 1
π‘ Tanks
Tank the boss in the center and face her away
Your tank mechanic is physical damage, nature damage, a DoT and a damage taken debuff
It lasts for 33 seconds and doesn't stack
Use a CD for it and taunt swap after each one
π€Ί Raid
Stack up on green marker
If you get marked with a big blue circle, you need to move away from the raid and drop a pool
When you get this debuff, you will have a marker on your head and you need to go to your assigned marker to drop the pool
The markers are yellow star, orange circle and purple diamond
The boss is going to do a knockback to throw you off the platform
However, if you're standing in one of the big pools of static field, you don't get knocked back
We will all get a small blue circle debuff; spread out
When this debuff ends, you'll spawn an add; you need to interrupt, stun or purge your own add to kill it
There are going to be small blue swirlies everywhere all day; just dodge them
The boss will face the raid for a breath, just side-step it
At 65% the boss wil take off into the air; you need to go to your team's side; blue or red, where the markers were and wait to get knocked over to your platform
β Healers
Healer CDs for when people get marked with the big blue circles
Zib first, then Nattz
π Summary
Big blue circle means drop your pool on your marker; either yellow star, orange circle or purple diamond
Small blue circles mean spread out and CC the add you spawn
When she does the knockback, make sure you get hit into a pool of static field
At the end of the phase, go with your team and get knocked over to your platform
Intermission 1
πΆββοΈ Everyone
For intermission one, you're over on one of the platforms with your team; group up and move as a unit
There are three big adds channelling on each platform; kill one at a time
Extra small adds will also spawn, AoE them down and use interrupts and stuns
The boss will deep breath sections of the platform; you need to watch her positioning and move to avoid it
Once all adds are down on your platform, use the teleporter
Phase 2
πΆββοΈ Everyone
We will be on the another platform; note the blue and red markers
We've got big blue circles again but this time just run to anywhere; you need to get away from the raid with the big blue circle
Everyone else needs to avoid getting hit as the big bule circles are now contagious and the people that have it are snared
The boss will send out a blue wave that does some knockback; just run through it
We've still got the little blue circles mechanic so spread and kill your add with CC
For her signature ability, the boss will shield herself and we need to break through it
When this happens, we'll all get a debuff; either positive charge or negative charge
You need to stack with people of the same charge; do not be near people with the opposite charge
Positive charge stack on blue marker, negative charge stack on red marker
β Healers
When we're stacked with our red or blue debuffs, there will be ramping damage, so healer CD when it starts to hurt
Intermission 2
πΆββοΈ Everyone
For intermission two, we're still on the same platform as phase two and we'll be fighting a miniboss
Tanks there is nothing special you need to do outside of tanking the miniboss
Everyone dodge swirlies as always, and dodge orbs that it throws out; similar to Azureblade in The Azure Vault
The miniboss will teleport across the platform and when it does this a bunch of small adds will spawn
The small adds don't need to be tanked, and instead they will all march towards the miniboss
If they reach the miniboss, they heal and buff it
AoE them down and use stuns, snares, knockbacks, and Monk Ring
Once the miniboss is dead, you need to position yourself to be knocked back to the original platform
Phase 3
πΆββοΈ Everyone
We're back on the first platform; this one
We're going to be running out of floorspace as lightning creeps from the edges of the platform towards the center
A lot of the same mechanis
Big blue circle means get out, and other people avoid them
Run through the blue wave
Dodge lightning breath
π‘ Tanks
Your tank mechanic is Thunderous Blast
It's a laser beam of damage over two seconds; face here away and don't both get hit by it and swap after each one
It also explodes and hurts the raid and the damage we take is based on the damage you took
Use CDs, externals etc
Please say "big heals" when you're being hit so that healers know what's coming
π Heroic
The static fields hurt a lot a lot more
WoWHead says not to use them; but I suspect we just need big heals
The Ruiner adds in intermission one debuff people with a circle; just spread slighty and heal it
In phase two, coming into contact with the opposite charge (positive/negative) explodes, hurting everyone
There is another big add (Colossal Stormfiend) in intermission two and they need to die at the same time, otherwise they buff each other
In phase three, someone will get a debuff which explodes after 8 seconds